Creative Encoding
Ian Michael Waddell | DHum 150 | 25 Feb 2019
Creative Encoding Ian Michael Waddell | DHum 150 | 25 Feb 2019 You - - PowerPoint PPT Presentation
Creative Encoding Ian Michael Waddell | DHum 150 | 25 Feb 2019 You Will Select a Decision by Brendan Patrick Hennessy (2013) How is this both a story and a game? Definitions of Interactive Fiction Interactive fiction is any story which
Ian Michael Waddell | DHum 150 | 25 Feb 2019
Definitions of Interactive Fiction
“What the Heck is Interactive Fiction?” Feb 12, 2019.
Definitions of Interactive Fiction
Interactive Fiction Technology Foundation, “Frequently Asked Questions About Interactive Fiction.” Accessed 23 Feb 2019.
Definitions of Interactive Fiction
Nick Montfort, Twisty Little Passages. MIT Press, 2003.
Forms of Interactive Fiction - Parser
with Adventure in 1975 by Will Crowther
entering commands; less accessible for newcomers
privileges open, player-directed exploration
Forms of Interactive Fiction - Hypertext
the story end of the story-game spectrum
text
sort than that found in parser IF” (IFTF)
Forms of Interactive Fiction - Choice
through a menu (CYOA/choice-based) or with links embedded within the text (hypertext)
tend to have more weight, move the story forward)
Creating Interactive Fiction
programming skills) was assumed of a new IF author
LEFT: Inform 6, developed in 1993, which uses a traditional programming syntax RIGHT: Inform 7, developed in 2006, which uses a “natural language” syntax
Twine
eliminating barriers to writing hypertext/choice-based IF
to export their games directly to HTML, ready for publishing
your Twine works with custom HTML/CSS/Javascript if you so choose
Twine’s Accessibility
"Twine's financial and technical accessibility are major reasons for its broad adoption, especially among economically marginalised, non-traditional game designers ... People who might otherwise never make a videogame make them with Twine" (11)
merritt k, editor. Videogames for Humans. instar books, 2013.
“Twine Renaissance”
“The Internet in particular has made self-publishing and distributing games both possible and easy. Authors are able to not only put their works online but to find audiences for them. Publishers want to be the gatekeepers of video games, but the Internet has opened those gates" --Anna Anthropy
Anna Anthropy, Rise of the Videogame Zinesters. Seven Stories Press, 2012.
“Twine Renaissance”
"The problem with games in general ... is that mainstream games are really depersonalised ... I think that what I want to see more of in game is the personal—games that speak to me as a human being, that are relatable, which is the opposite of the big publisher games that I
teams, they are people working at homes, making games with free software of their own experiences" --Anna Anthropy
“Anna Anthropy and the Twine Revolution.” The Guardian, 10 Apr 2013.
.. that’s a lot of choices, hey?
○ Each choice might be valid, but implementing them all would amount to an unrealistic amount of work from the author
removes the allure of interactivity) vs too many choices (which is too hard for the author to make)
player can and cannot do, and how this affects their play experience
Time Cave
story could go anywhere)
Sam Kabo Ashwell, “Standard Patterns in Choice-Based Games.” 26 Jan 2015.
Entrance to Grocery Store
Go to the Produce Section Go to the Frozen Food Aisle Apples? Oranges? Pizza? Perogies?
Chronic apple shortage! POISON apple! Slip on an errant
The
cursed Recruited for pizza delivery Get stuck in freezer The perogies are also cursed Praised for yr good taste
Gauntlet
central path
depending on success/failure
Sam Kabo Ashwell, “Standard Patterns in Choice-Based Games.” 26 Jan 2015.
Entrance to Grocery Store
Irritating free sample booth you can’t ignore Try to reason with the vendor
f a i l Someone from high school you would very much like to avoid (trapped in conversation) Reach the Bakery (success)
Branch and Bottleneck
(“bottlenecks”) during each playthrough of the story
avoid combinatorial explosion; heavily temporal
Sam Kabo Ashwell, “Standard Patterns in Choice-Based Games.” 26 Jan 2015.
Quest
(geographic) exploration with a specific purpose/goal in mind
backtracking or re-merging; always moves forward
Sam Kabo Ashwell, “Standard Patterns in Choice-Based Games.” 26 Jan 2015.
Loop & Grow
nodes), with changes implemented with each iteration
temporal and narrative momentum through each iteration
Sam Kabo Ashwell, “Standard Patterns in Choice-Based Games.” 26 Jan 2015.
Further Reading/Resources